![]() We enable EnableWndMode by default to fix the delay in screen transitions for AMD users, when playing in fullscreen mode while d3d8to9 is active.Essentially you're just playing in normal fullscreen mode. If you just enable FullscreenWndMode it does nothing. EnableWndMode must be enabled to use FullscreenWndMode.So for next update, you should swap those settings. Funny thing is however, that the issue is gone even with the FullscreenWndMode=1, so why is that EnableWndMode still enabled ? EnableWndMode fixes that issue yes, but it makes the game to have jittering framerate, especially during those door transitions, where it tries to jump into regular window-mode. (0|1)īecause the game seems to lag every single time when you go through door, and that has to be related to the issue where the game jumps into Window-mode when going through the doors on the original stock version of the game, and then jumps back to fullscreen. ![]() Game's vertical resolution must be 32 pixels or less than the display's resolution for border to appear. It's very very tiny, barely noticeable, to mimic real life fog noise (you can actually see the tiny water particles on certain types of fog in real life).īut I tried the game disabling the ReShade, so it wasn't about that either.Īnd with AA, I only enabled/disabled it through the config file, should I have put it on or tweak setting on NVidia Control Panel ?Īnd my hardware should be more than enough to run this game:īy default, the d3d8.ini has the screen settings like this: The noise you see in the picture is through ReShade, the ingame noise is too rough imo, so I added it with ReShade. Nope, 1440p resolution on me, because I didn't see any major difference between that and 4K imo. Is this also your first time using GPU AA for the game? If so, that might be a part of the performance hit you're experiencing, depending on hardware. With our most recent update we've instructed users on recommended settings to enable for GPU AA. My eyes might be playing tricks on me as the noise grain looks very tiny. We'd need to do some more tests with this down the line.įor now, it may just be inherent choppiness you're experiencing or, if it's worse, try setting SingleCoreAffinity in the d3d8.ini file to a value of 2, 3, or 4 and see if that helps any. And, if that's the case, we'd like to rectify the threading issues sometime down the line which might also address any choppiness going on. ![]() ![]() The choppiness might have something to do with that. Granted, my testing pool here is very limited (as I only tested one spot in the game), but this was just a quick test for me, after all.Īnyway, I then decided to test other platforms last night and here is what I found:įor PCSX2, I'm using OpenGL (Hardware) for the renderer, with 6x native resolution and 16x anisotropic filtering.įor PS2/Xbox original hardware, there may be choppiness going on here that I can't easily see due to the low, 480 resolution.įor our project, the PC version is known for threading issues (which cause things like the sound looping problem). I notice it too it doesn't happen frequently or consistently, but every once and a while there will be a little choppiness.įor my test, I simply ran James left-to-right, right-to-left at the observation deck while keeping an eye on the trees in the background to detect any choppiness. Funny timing as I was testing something similar to this just last night. ![]()
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